So the two classes most in need of the stun from Vampirism, which also happen to be stuck with the slowest projectile class-spammables, can just go pound sand I guess.BaiterOfZergs wrote: »And look at the other tools they had access to, which allowed their melee-magicka setup to actually function.BaiterOfZergs wrote: »BaiterOfZergs wrote: »It looks like the rework is meant to get players to play vamps as a “class” rather than for just getting a passive or using one skill.
So it makes sense that it’s melee , especially looking at the other skills. Besides that there’s multiple melee magic builds already in the game.
I didn't know you had access to melee magicka weapons. Do explain how?
Said builds not weapons. For example magplars went a long time without slotting a gap closer at all and did fine.
1) Ranged snare that could either hit multiple targets or last for 9 seconds (now 4 seconds, of course).
2) A fantastic cleanse (which often functions as snare/root removal) that also provided a snare in a huge AOE with a good duration.
3) Extremely potent snare attached to the highest damage magicka-based spammable in the game.
4) Good sustain + armor buff from the class rune, which aids in reducing both resource expenditure and GCDs required.
5) Superb burst damage, which can help reduce the amount of time one is required to actually spend glued to a target.
Magicka Templar hasn't always been some super-OP "top of the food chain" build or anything, but they at least had access to tools that help them actually function as a melee build. Not every Magicka class is capable of that, which was the point of my previous post.
Every magic build isn’t melee, so every magic spec shouldn’t be able to. You also still have access to class skills as a vamp , those suited for melee will play melee.